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Qing Shuai

Publications and source records attributed to Qing Shuai.

At least 19 recordsLinked to original sources

MotionCanvas: Learning Implicit Motion Planning from Composable Kinematic Cues

Professional character animation requires both natural motion and precise, versatile control. For example, it is common for the creators to define the timing of a specified action, to control the motion range of the character's arm swing, and the route the character walks through, like specifying various kinematic motion cues on a ``motion canvas''. This motivates us to propose MotionCanvas, a model that supports \emph{cue-conditioned implicit motion planning} to faithfully and coherently connect all cues, dense or sparse, full or partial, into one full-body motion sequence. Specifically, MotionCanvas represents heterogeneous kinematic cues on a shared motion canvas, where position and rotation values are specified across body joints and time. A shared flow-matching model generates motion conditioned on this canvas, with optional language and input motion; cue imputation keeps the specified canvas values fixed in both training and sampling. To learn coherent completion across different cue sets, we train with a compositional cue sampler that varies when cues are applied, which positions or rotations are specified, and how they are combined. Together, these designs enable a single generator to synthesize globally coherent actions that jointly satisfy compatible heterogeneous cues. We test this planning ability with temporal, root, and body-part cues---alone and in combination---and language-guided editing. We naturally extend this evaluation to sequential generation and motion repair, since both require the same ability to organize coherent motion from kinematic cues. Across these evaluations, MotionCanvas establishes state-of-the-art results in controlled-motion quality, mixed-cue adherence, sequential generation, instruction editing, and motion repair while preserving its text-to-motion capability.

cs.MM

GenTrack: Physical Alignment for Robot-Native Motion Generation and Zero-Shot Humanoid Tracking

General-purpose humanoid trackers can execute diverse references, but their zero-shot coverage depends on large embodied corpora that are costly to extend. Text-to-motion generators offer scalable supervision, yet models trained on human motion or retargeted data inherit a gap between kinematic plausibility and robot executability. Existing one-way pipelines fix either the generated corpus or the reward tracker. We introduce GenTrack, an online generator--tracker framework that alternates execution-grounded, group-relative generator alignment with tracker training on newly generated references; anchoring and rehearsal constrain drift. On Unitree G1, we evaluate GenTrack with ProtoMotions and SONIC backbones across three zero-shot tracking splits including public AMASS and LAFAN benchmarks, and a private out-of-distribution test set of 1,024 prompt-motion pairs in the wild. The online co-training strategy consistently produces generators that output more robot-executable motions with strong semantic alignment, and trackers with markedly broader zero-shot coverage and improved tracking accuracy, especially on out-of-distribution references. These results demonstrate that joint online post-training effectively narrows the executability gap between retargeted references and robot-native motion, advancing zero-shot humanoid control without additional data collection and beyond the limitations of a static reference pool.

cs.RO

AnyAct: Towards Human Reenactment of Character Motion From Video

We study the problem of directly deriving an initial human reenactment from a monocular video of a non-human character. Our goal is not to reconstruct the source character itself but to reinterpret its motion as a plausible and editable human performance for downstream animation authoring. This task is challenging because existing video-based motion capture methods are largely restricted to human-centric structural spaces, while motion retargeting methods typically require structured 3D source motions and known source topologies. Our key insight is that sparse local articulated motion cues can preserve essential dynamics across large structural differences, providing a stable bridge from character video to human reenactment. Based on this observation, we propose AnyAct, which formulates character-video-driven human reenactment as conditional human motion generation from transferable sparse local 2D articulated motion. To make this practical, we introduce three key designs: human-motion-only supervision via augmented 3D-to-2D projection, progressive 3D-to-2D training to alleviate conditioning ambiguity, and global-local motion decoupling for reliable local motion control. We further construct a benchmark primarily covering diverse non-human character videos. Experiments on the benchmark show that AnyAct produces high-fidelity initial human reenactments that preserve the essential dynamics of the characters in reference videos, and further ablation studies validate the effectiveness of its core designs.

cs.CV

PRISM: Streaming Human Motion Generation with Per-Joint Latent Decomposition

Text-to-motion generation has advanced with larger corpora and stronger generators, yet many models still rely on holistic frame- or clip-level latents that entangle trajectory, orientation, and articulation. This entanglement obscures body topology and forces the generator to recover kinematic structure implicitly. We present \name, a SMPL motion generation framework that factorizes motion into continuous kinematic-unit latents. A causal Motion VAE maps motion to a time-by-kinematic-unit latent manifold, and a Kinematic-Unit Flow Transformer performs text-conditioned flow matching in this structured space. Because each latent coordinate remains tied to a physical body unit, \name can use kinematic-tree rotary position encoding and kinematic-adaptive flow scheduling. We further train the generator with per-token timesteps over clean-context/noisy-target masks, enabling frame-conditioned continuation and autoregressive segment chaining within one model. Experiments first validate the representation: the kinematic-unit VAE achieves lower geometry, rotation, and feature errors than existing motion tokenizers, showing that the latent space preserves articulated structure rather than merely compressing frames. With a 1.4B-parameter generator trained only on publicly available academic motion--text data, \name outperforms all evaluated academic-data text-to-motion baselines and remains competitive with systems trained on much larger non-public motion corpora. Without task-specific retraining, the same formulation also improves prefix-conditioned generation, BABEL sequential rollout, and narrative motion composition. These results indicate that kinematic-unit latent factorization provides an effective generation substrate for controllable SMPL motion synthesis. Code will be released at https://github.com/ZeyuLing/PRISM.

cs.CV

CoMoVi: Co-Generation of 3D Human Motions and Realistic Videos

In this paper, we find that the generation of 3D human motions and 2D human videos is intrinsically coupled. 3D motions provide the structural prior for plausibility and consistency in videos, while pre-trained video models offer strong generalization capabilities for motions. Based on this, we present CoMoVi, a co-generative framework that generates 3D human motions and videos synchronously within a single diffusion denoising loop. However, since the 3D human motions and the 2D human-centric videos have a modality gap between each other, we propose to project the 3D human motion into an effective 2D human motion representation that effectively aligns with the 2D videos. Then, we design a dual-branch diffusion model to couple human motion and the video generation process with mutual feature interaction and 3D-2D cross attentions. To train and evaluate our model, we curate CoMoVi-Dataset, a large-scale real-world human video dataset with text and motion annotations, covering diverse and challenging human motions. Extensive experiments demonstrate that our method generates high-quality 3D human motion with a better generalization ability and that our method can generate high-quality human-centric videos without external motion references.

cs.CV

HY-Motion 1.0: Scaling Flow Matching Models for Text-To-Motion Generation

We present HY-Motion 1.0, a series of state-of-the-art, large-scale, motion generation models capable of generating 3D human motions from textual descriptions. HY-Motion 1.0 represents the first successful attempt to scale up Diffusion Transformer (DiT)-based flow matching models to the billion-parameter scale within the motion generation domain, delivering instruction-following capabilities that significantly outperform current open-source benchmarks. Uniquely, we introduce a comprehensive, full-stage training paradigm -- including large-scale pretraining on over 3,000 hours of motion data, high-quality fine-tuning on 400 hours of curated data, and reinforcement learning from both human feedback and reward models -- to ensure precise alignment with the text instruction and high motion quality. This framework is supported by our meticulous data processing pipeline, which performs rigorous motion cleaning and captioning. Consequently, our model achieves the most extensive coverage, spanning over 200 motion categories across 6 major classes. We release HY-Motion 1.0 to the open-source community to foster future research and accelerate the transition of 3D human motion generation models towards commercial maturity.

cs.CV

Ready-to-React: Online Reaction Policy for Two-Character Interaction Generation

This paper addresses the task of generating two-character online interactions. Previously, two main settings existed for two-character interaction generation: (1) generating one's motions based on the counterpart's complete motion sequence, and (2) jointly generating two-character motions based on specific conditions. We argue that these settings fail to model the process of real-life two-character interactions, where humans will react to their counterparts in real time and act as independent individuals. In contrast, we propose an online reaction policy, called Ready-to-React, to generate the next character pose based on past observed motions. Each character has its own reaction policy as its "brain", enabling them to interact like real humans in a streaming manner. Our policy is implemented by incorporating a diffusion head into an auto-regressive model, which can dynamically respond to the counterpart's motions while effectively mitigating the error accumulation throughout the generation process. We conduct comprehensive experiments using the challenging boxing task. Experimental results demonstrate that our method outperforms existing baselines and can generate extended motion sequences. Additionally, we show that our approach can be controlled by sparse signals, making it well-suited for VR and other online interactive environments.

cs.CV

IDOL: Instant Photorealistic 3D Human Creation from a Single Image

Creating a high-fidelity, animatable 3D full-body avatar from a single image is a challenging task due to the diverse appearance and poses of humans and the limited availability of high-quality training data. To achieve fast and high-quality human reconstruction, this work rethinks the task from the perspectives of dataset, model, and representation. First, we introduce a large-scale HUman-centric GEnerated dataset, HuGe100K, consisting of 100K diverse, photorealistic sets of human images. Each set contains 24-view frames in specific human poses, generated using a pose-controllable image-to-multi-view model. Next, leveraging the diversity in views, poses, and appearances within HuGe100K, we develop a scalable feed-forward transformer model to predict a 3D human Gaussian representation in a uniform space from a given human image. This model is trained to disentangle human pose, body shape, clothing geometry, and texture. The estimated Gaussians can be animated without post-processing. We conduct comprehensive experiments to validate the effectiveness of the proposed dataset and method. Our model demonstrates the ability to efficiently reconstruct photorealistic humans at 1K resolution from a single input image using a single GPU instantly. Additionally, it seamlessly supports various applications, as well as shape and texture editing tasks. Project page: https://yiyuzhuang.github.io/IDOL/.

cs.CV

Motion-2-To-3: Leveraging 2D Motion Data for 3D Motion Generations

Text-driven human motion synthesis has showcased its potential for revolutionizing motion design in the movie and game industry. Existing methods often rely on 3D motion capture data, which requires special setups, resulting in high costs for data acquisition, ultimately limiting the diversity and scope of human motion. In contrast, 2D human videos offer a vast and accessible source of motion data, covering a wider range of styles and activities. In this paper, we explore the use of 2D human motion extracted from videos as an alternative data source to improve text-driven 3D motion generation. Our approach introduces a novel framework that disentangles local joint motion from global movements, enabling efficient learning of local motion priors from 2D data. We first train a single-view 2D local motion generator on a large dataset of text-2D motion pairs. Then we fine-tune the generator with 3D data, transforming it into a multi-view generator that predicts view-consistent local joint motion and root dynamics. Evaluations on the well-acknowledged dataset and novel text prompts demonstrate that our method can efficiently utilize 2D data, supporting a wider range of realistic 3D human motion generation. Our code is publicly available at https://zju3dv.github.io/Motion-2-to-3/.

cs.CV

AnchorCrafter: Animate Cyber-Anchors Selling Your Products via Human-Object Interacting Video Generation

The generation of anchor-style product promotion videos presents promising opportunities in e-commerce, advertising, and consumer engagement. Despite advancements in pose-guided human video generation, creating product promotion videos remains challenging. In addressing this challenge, we identify the integration of human-object interactions (HOI) into pose-guided human video generation as a core issue. To this end, we introduce AnchorCrafter, a novel diffusion-based system designed to generate 2D videos featuring a target human and a customized object, achieving high visual fidelity and controllable interactions. Specifically, we propose two key innovations: the HOI-appearance perception, which enhances object appearance recognition from arbitrary multi-view perspectives and disentangles object and human appearance, and the HOI-motion injection, which enables complex human-object interactions by overcoming challenges in object trajectory conditioning and inter-occlusion management. Extensive experiments show that our system improves object appearance preservation by 7.5\% and doubles the object localization accuracy compared to existing state-of-the-art approaches. It also outperforms existing approaches in maintaining human motion consistency and high-quality video generation. Project page including data, code, and Huggingface demo: https://github.com/cangcz/AnchorCrafter.

cs.CV

Reconstructing Close Human Interactions from Multiple Views

This paper addresses the challenging task of reconstructing the poses of multiple individuals engaged in close interactions, captured by multiple calibrated cameras. The difficulty arises from the noisy or false 2D keypoint detections due to inter-person occlusion, the heavy ambiguity in associating keypoints to individuals due to the close interactions, and the scarcity of training data as collecting and annotating motion data in crowded scenes is resource-intensive. We introduce a novel system to address these challenges. Our system integrates a learning-based pose estimation component and its corresponding training and inference strategies. The pose estimation component takes multi-view 2D keypoint heatmaps as input and reconstructs the pose of each individual using a 3D conditional volumetric network. As the network doesn't need images as input, we can leverage known camera parameters from test scenes and a large quantity of existing motion capture data to synthesize massive training data that mimics the real data distribution in test scenes. Extensive experiments demonstrate that our approach significantly surpasses previous approaches in terms of pose accuracy and is generalizable across various camera setups and population sizes. The code is available on our project page: https://github.com/zju3dv/CloseMoCap.

cs.CV

AniDress: Animatable Loose-Dressed Avatar from Sparse Views Using Garment Rigging Model

Recent communities have seen significant progress in building photo-realistic animatable avatars from sparse multi-view videos. However, current workflows struggle to render realistic garment dynamics for loose-fitting characters as they predominantly rely on naked body models for human modeling while leaving the garment part un-modeled. This is mainly due to that the deformations yielded by loose garments are highly non-rigid, and capturing such deformations often requires dense views as supervision. In this paper, we introduce AniDress, a novel method for generating animatable human avatars in loose clothes using very sparse multi-view videos (4-8 in our setting). To allow the capturing and appearance learning of loose garments in such a situation, we employ a virtual bone-based garment rigging model obtained from physics-based simulation data. Such a model allows us to capture and render complex garment dynamics through a set of low-dimensional bone transformations. Technically, we develop a novel method for estimating temporal coherent garment dynamics from a sparse multi-view video. To build a realistic rendering for unseen garment status using coarse estimations, a pose-driven deformable neural radiance field conditioned on both body and garment motions is introduced, providing explicit control of both parts. At test time, the new garment poses can be captured from unseen situations, derived from a physics-based or neural network-based simulator to drive unseen garment dynamics. To evaluate our approach, we create a multi-view dataset that captures loose-dressed performers with diverse motions. Experiments show that our method is able to render natural garment dynamics that deviate highly from the body and generalize well to both unseen views and poses, surpassing the performance of existing methods. The code and data will be publicly available.

cs.CV

EasyVolcap: Accelerating Neural Volumetric Video Research

Volumetric video is a technology that digitally records dynamic events such as artistic performances, sporting events, and remote conversations. When acquired, such volumography can be viewed from any viewpoint and timestamp on flat screens, 3D displays, or VR headsets, enabling immersive viewing experiences and more flexible content creation in a variety of applications such as sports broadcasting, video conferencing, gaming, and movie productions. With the recent advances and fast-growing interest in neural scene representations for volumetric video, there is an urgent need for a unified open-source library to streamline the process of volumetric video capturing, reconstruction, and rendering for both researchers and non-professional users to develop various algorithms and applications of this emerging technology. In this paper, we present EasyVolcap, a Python & Pytorch library for accelerating neural volumetric video research with the goal of unifying the process of multi-view data processing, 4D scene reconstruction, and efficient dynamic volumetric video rendering. Our source code is available at https://github.com/zju3dv/EasyVolcap.

cs.CV

Dyn-E: Local Appearance Editing of Dynamic Neural Radiance Fields

Recently, the editing of neural radiance fields (NeRFs) has gained considerable attention, but most prior works focus on static scenes while research on the appearance editing of dynamic scenes is relatively lacking. In this paper, we propose a novel framework to edit the local appearance of dynamic NeRFs by manipulating pixels in a single frame of training video. Specifically, to locally edit the appearance of dynamic NeRFs while preserving unedited regions, we introduce a local surface representation of the edited region, which can be inserted into and rendered along with the original NeRF and warped to arbitrary other frames through a learned invertible motion representation network. By employing our method, users without professional expertise can easily add desired content to the appearance of a dynamic scene. We extensively evaluate our approach on various scenes and show that our approach achieves spatially and temporally consistent editing results. Notably, our approach is versatile and applicable to different variants of dynamic NeRF representations.

cs.CV

Learning Human Mesh Recovery in 3D Scenes

We present a novel method for recovering the absolute pose and shape of a human in a pre-scanned scene given a single image. Unlike previous methods that perform sceneaware mesh optimization, we propose to first estimate absolute position and dense scene contacts with a sparse 3D CNN, and later enhance a pretrained human mesh recovery network by cross-attention with the derived 3D scene cues. Joint learning on images and scene geometry enables our method to reduce the ambiguity caused by depth and occlusion, resulting in more reasonable global postures and contacts. Encoding scene-aware cues in the network also allows the proposed method to be optimization-free, and opens up the opportunity for real-time applications. The experiments show that the proposed network is capable of recovering accurate and physically-plausible meshes by a single forward pass and outperforms state-of-the-art methods in terms of both accuracy and speed.

cs.CV

Animatable Implicit Neural Representations for Creating Realistic Avatars from Videos

This paper addresses the challenge of reconstructing an animatable human model from a multi-view video. Some recent works have proposed to decompose a non-rigidly deforming scene into a canonical neural radiance field and a set of deformation fields that map observation-space points to the canonical space, thereby enabling them to learn the dynamic scene from images. However, they represent the deformation field as translational vector field or SE(3) field, which makes the optimization highly under-constrained. Moreover, these representations cannot be explicitly controlled by input motions. Instead, we introduce a pose-driven deformation field based on the linear blend skinning algorithm, which combines the blend weight field and the 3D human skeleton to produce observation-to-canonical correspondences. Since 3D human skeletons are more observable, they can regularize the learning of the deformation field. Moreover, the pose-driven deformation field can be controlled by input skeletal motions to generate new deformation fields to animate the canonical human model. Experiments show that our approach significantly outperforms recent human modeling methods. The code is available at https://zju3dv.github.io/animatable_nerf/.

cs.CV

Representing Volumetric Videos as Dynamic MLP Maps

This paper introduces a novel representation of volumetric videos for real-time view synthesis of dynamic scenes. Recent advances in neural scene representations demonstrate their remarkable capability to model and render complex static scenes, but extending them to represent dynamic scenes is not straightforward due to their slow rendering speed or high storage cost. To solve this problem, our key idea is to represent the radiance field of each frame as a set of shallow MLP networks whose parameters are stored in 2D grids, called MLP maps, and dynamically predicted by a 2D CNN decoder shared by all frames. Representing 3D scenes with shallow MLPs significantly improves the rendering speed, while dynamically predicting MLP parameters with a shared 2D CNN instead of explicitly storing them leads to low storage cost. Experiments show that the proposed approach achieves state-of-the-art rendering quality on the NHR and ZJU-MoCap datasets, while being efficient for real-time rendering with a speed of 41.7 fps for $512 \times 512$ images on an RTX 3090 GPU. The code is available at https://zju3dv.github.io/mlp_maps/.

cs.CV

Reconstructing Hand-Held Objects from Monocular Video

This paper presents an approach that reconstructs a hand-held object from a monocular video. In contrast to many recent methods that directly predict object geometry by a trained network, the proposed approach does not require any learned prior about the object and is able to recover more accurate and detailed object geometry. The key idea is that the hand motion naturally provides multiple views of the object and the motion can be reliably estimated by a hand pose tracker. Then, the object geometry can be recovered by solving a multi-view reconstruction problem. We devise an implicit neural representation-based method to solve the reconstruction problem and address the issues of imprecise hand pose estimation, relative hand-object motion, and insufficient geometry optimization for small objects. We also provide a newly collected dataset with 3D ground truth to validate the proposed approach.

cs.CV